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Star Wolves 3D space RPG with deep strategy and tactical elements

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
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  #34  
Old 10-16-2016, 08:16 AM
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nocalora29 nocalora29 is offline
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Join Date: Dec 2011
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Quote:
This is a timer for it?
Yes, after a system has been Loaded, these values set the time a trigger gets run every so often, basically this timer controls after what time this current RCF-Fleet gets to spawn.

Quote:
Means they are only spawning in the faction system? Can a specific system be named here for an invasion like event?
Correct, you should make a new table that consists of some or even just one System, look at the sw3_expansion_functions.lua file, there are allready some system tables, like the one you saw, "SysList_Navy".

Quote:
Setting these "TRUE" would enable the script yes? And whats the second number? (160)
Prop_AllowTimerTrigger = {FALSE, 180, ""}, = ENABLED, Delaytime after fleet has been spawned, Functionname
Prop_EnableChanceTrigger = {FALSE, 50, 160, ""}, = ENABLED, Chance in % of this Trigger being successfuly triggered, Delaytime after fleet has been Spawned, Functionname.
Quote:
The strength values. What are the limits?
For example if I set min 30. max 60. What would that mean?
it would simply mean that a value gets selected from 30 to 60.
The "Strength" basically selects the desired ship-fleet-configuration as seen at these huge tables consisting of shipdescriptions in create_flight_2.script

Quote:
Also, can I set the fleets to only became active when the story progressed to some point? Corporations free for all war for example.
That functionality hasnt been added yet, but I will include it in the future.

NOTE: RCFF is not ready and 100% Functional as of the time being, but you just can "pre-make" your tables, so its ready for the actual release of RCFF, which will happen in 0.6.2X in the near future.
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